Blessed with good looks, you’ve come to depend on the fact that others find you attractive. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Archaeologists do not gain the bardic performance ability or any of its performance types.
Archaeologist’s Luck (Ex):
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.[/spoiler
[spoiler=Clever Explorer (Ex)]
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.
Uncanny Dodge (Ex):
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.
Trap Sense (Ex):
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.
Ever curious, Vertielle left her Elven home at the scandalous age of twenty to explore the world. Already much more mature than any of her childhood playmates, she quickly found humans her age no better company. Instead, Vertielle turned to books. After securing a passage to Absalom to become a Pathfinder, she spent much of her time doing the mandated research that field required. Quickly growing bored with the day to day tedium of researching other's findings, but not wishing to truly adventure like so many of her colleagues, Vertielle instead began working on more scholarly hypotheses. Through her varied studies, she was introduced to Professor Lorrimor, whom she spent many months looking up to. After spending much of her time attending his lectures, Vertielle finally met the man personally after a class to discuss a quandary of languages. Since then, Language has been her most fervent study, and she has forever since hoped to share several of her own breakthroughs with the Professor. Sadly, this was not to be.
Harrow Card: The Publican.
The Whispering Way:
The Whispering Way is a sinister organization of Necromancers that has been active in the Inner Sea region for thousands of years. Members seek alliances with the undead or are themselves undead. It's most notorious member is certainly Tar-Baphon, the Whispering Tyrant, though the cult existed long before the Tyrant came along.
The Whispering Way itself is a series of philosophies, transmitted only via whisper, and never written. Their exact goals and nature are impossible to pin down for this reason.
The only obvious goal of the Whispering Way is to engineer the release of The Whispering Tyrant. To this end they apparently investigate many haunted locales to research the nature of undeath and to sometimes capture unique monsters.
Their symbol is a gagged skull, and those who learn too much of the Way's secrets meet their end in hideous ways: mouths and faces mutilated to prevent communication via speak with dead spells.
The prison was built in 4594 and housed prisoners from all over Ustalav. The ruling Count at the time earned money by accepting other country's worst criminals. Ravengro iteslf was built to support the prison, providing homes for the guards, other staff and their families.
On 25 Calistril 4662 a fire destroyed most of the underground eastern wing but left most of the upper levels relatively intact. The prison's warden, his wife, and most of the guards perished in the blaze. None of the surviving guards could say why Mrs. Hawkran was there. In themonths following the fire, the town built a memorial to the Warden and the 23 guards who perished. It still stands at the riverbank to this day. All of the prisoners perished and no one ever recovered any of the bodies, either of the prisoners, the guards or the Warden's wife.
The most serious and dangerous prisoners were usually there for only a few months while awaiting execution. Most of the town was relieved about the fire as the surviving guards tales told of a riot and nearly successful escape attempt, stopped only by the sacrifices of the Warden and the other guards, who gave their lives to save the town.
The surviving guards said that the riot was led by five of the most notorious prisoners, who had arrived at the beginning of the year and two of whom were due to be executed soon. The surviving guards stated that the prisoners had been in control of the dungeon for hours, held there only due to Warden Hawkran's triggering of a deadfall that sealed the stairs. The panicked and desperate guards claimed to have accidentally started the fire when they believed the prisoners had finally found an exit. None of them claimed to know why the warden's wife was in the prison.
The Splatter Man was once a celebrated scholar of Anthroponomastics at the Quatrefaux Archives in Caliphas, Professor Hean Feramin. After being seduced by a succubus posing as a student, his studies were transformed into a twisted and warped obsession. His attempts to use the power of a name to terrify and control the person so named cost him his reputation and his job. Driven mad by this, he developed an uncontrollable obsession with an imaginary link between a person's name...and what happens when that person dies. He began to test this by stalking victims (always women), secretly arranging for each victim to find a letter from her name written in blood every few days, perhaps smeared on a wall or spelled out in carefully arranged entrails. If possible, he would use blood from something associated wiith his victim (usually a pet). Once he'd spelled out the victim's name, he would come for her, killing her in as gory a manner as possible, using a complex trap or a series of rigged events meant to look like an accident.
The Lopper was Vance Saetressle, a mad human male who stalked his prey, hiding in the most unlikely places, sometimes for days on end with just enough supplies to keep him going, waiting for the perfect moment to strike. Once he trapped his target alone, he would spring out, suprise them, and behead them with a handaxe.
The Piper of Illmarsh was noted for feeding victims to his stirges. He distracted his victims with his piping, dosed their meals with lich dust to paralyze them, then fed them to his stirges, all the while playing a mournful dirge. Even after he was capured and sentenced, no one ever learned his real name.
While not a murderer, Sefick Corvin, known as Father Charlatan after his schemes fell apart, was convicted of crimes which were regarded as so blasphemous that several churched *demanded* he be punished to the fullest extent of Ustalavian law. He had travelled from place to place, town to town, posing as an ordained cleric of whichever deity was preferred locally, using faith as a mask to bilk the faithful out of money in payment for false miracles or cures. When he was finally uncovered as a fraud, his Sczarni accomplices murdered a half-dozen city guards in a failed attempt to escape. While he was not sentenced to be executed, he was to be imprisoned for life. Apparently, Harrowstone was the place he was sent to.
Ispin Onyxcudgel, a dwarven smith, had lived with his wife in the town of Mosswater,in the north-western River Kingdoms very close to the border with Ustalav. His murdering spree started as a crime of passion when he murdered his unfaithful wife, whom he had dearly loved, using his hammer to smash her skull. This act sent him mad: he thought that by repairing his wife's skull she would be resurrected which would assuage his guilt. Unfortunately, Ispin could not fully repair the skull—there was a sliver of her skull missing. To find such a sliver to complete the repair, Ispin became the Mosswater Marauder and battered nearly twenty people to death over a few weeks but never found the piece for which he searched. He was eventually caught in the act as he nearly murdered a nobleman's daughter; he was sent directly to Harrowstone the very same night.
At the time of the fire the prison held 67 prisoners, 9 of them women. The prison was divided into 6 cell block sections, each with an evocative name. The two cell blocks on the upper floor were for the less dangerous prisoners, while the more dangerous of them were incarcerated in one of the four underground cell blocks.
The cell blocks on the upper floors were named
The Crypt and
The Nunnery held female prisoners and at the time of the fire held 5, three of whom had been condemned to death. In that section, you find a note reflecting a transfer of the 'so-called Piper if Illmarsh' from that block to a cell in Calistria's Cave and of the confiscation of her pipe as she was using it to somehow summon stirges which attacked the guards and the other prisoners.
The Crypt held 17 regular prisoners, 10 of whom were under a death sentence. You also find a note for this cell block stating that the guard captain’s office on that level had been converted to a cell for one Sefick Corvin, in accordance with his sentence.
The five cell blocks in the dungeon area are described as
Calistria's Cave (a women's cell block),
Hell's Basement (described as being situated under the prison graveyard),
The Nevermore (for prisoners sentenced to life and torture due to the severity of their crimes),
Reaper's Hold (described as the interrogation block) and
The records show
four prisoners (including the Piper) in Calistria's Cave,
22 prisoners in Hell's Basement,
one only (Heath Feramin) in The Nevermore,
15 in Reaper's Hold, and
The Oubiette held the remaining eight (including Ispin Onyxcudgel and Vance Saetressle)
The staff records show a total of
71 staff including 40 guards and 4 guard captains split among 4 shifts, the Warden, the Quartermaster, the Recorder, the executioner, the medical officer, 6 cooks, the Housekeeper, Superintendent, a Priest and 3 acolytes, and 10 general workers.
The Esoteric Order of the Palatine Eye is a group of exclusive social clubs comprising an orgainzed network og gentleman philosophers who fill most of the influential stations of Ustalavian society. Containing judges, deans, landed aristocracy and even high-ranking Pharasmin clergy, the Order promotes divine enlightenment. They are credited with the bloodless revolts that created the Palatinates, those three Ustalavian states now ruled by councils of citizens rather than hereditary nobility.